Difference between revisions of "ReplayWML"

From The Battle for Wesnoth Wiki
 
(the [command] tag)
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The following tags are recognized:
 
The following tags are recognized:
* '''[move]''' the player moved a unit
+
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.
** '''[source]''' the location the unit moved to
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* '''[move]''' the player moved a unit.
** '''[destination]''' the location the unit moved from
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** '''[source]''' the location the unit moved to.
* '''[recruit]''' the player recruited a unit
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** '''[destination]''' the location the unit moved from.
** ''value'' the index number of the recruited unit (Index numbers start at 0 and include all recruitable units in
+
* '''[recruit]''' the player recruited a unit.
alphabetical order)
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** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)
** ''x//,//y'' the castle tile the unit is recruited on
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** ''x//,//y'' the castle tile the unit is recruited on.
* '''[recall]''' the player recalled a unit.
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* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.
Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.
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* '''[attack]''' the player attacked.
* '''[attack]''' the player attacked
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** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer
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** '''[source]''' the location of the attacking unit.
** '''[source]''' the location of the attacking unit
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** '''[destination]''' the location of the defending unit.
** '''[destination]''' the location of the defending unit
 
 
* '''[end_turn]''' the player ended his turn.
 
* '''[end_turn]''' the player ended his turn.
* '''[choose]''' the player was given an option by the scenario
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* '''[choose]''' the player was given an option by the scenario.
** ''value'' the index number of the option chosen.
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** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.
Index numbers are given by the scenario designer
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* '''[break]''' is used to break up deep nesting of generated random numbers.
* '''[random]''' if the action required a random number, this describes the random number that was generated
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* '''[random]''' if the action required a random number, this describes the random number that was generated.
** ''value'' the value of the number
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** ''value'' the value of the number.
** '''[results]''' used for [attack] commands.
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** '''[results]''' used for [attack] commands. Describes the results of the battle.
Describes the results of the battle
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*** ''chance'' the percent chance that the attack had to hit.
** * ''chance'' the percent chance that the attack had to hit
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*** ''damage'' the amount of damage that the attack would do if it hits.
** * ''damage'' the amount of damage that the attack would do if it hits
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*** ''dies'' whether the defender dies from the hit.
** * ''dies'' whether the defender dies from the hit
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*** ''hits'' whether the attack hits.
** * ''hits'' whether the attack hits
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** '''[random]''' more than one number is generated. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated.
** '''[random]''' more than one number is generated.
 
[random] has the same format as the first [random] and describes the other numbers that were generated
 
  
 
== See Also ==
 
== See Also ==
 
* [[SavefileWML]]
 
* [[SavefileWML]]
 
* [[ReferenceWML]]
 
* [[ReferenceWML]]
 

Revision as of 21:42, 12 November 2005

the [command] tag

The [command] tag is used to specify an action in a replay.

The following tags are recognized:

  • [start] is used to initialize the replay so that generated random numbers can be saved.
  • [move] the player moved a unit.
    • [source] the location the unit moved to.
    • [destination] the location the unit moved from.
  • [recruit] the player recruited a unit.
    • value the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)
    • x//,//y the castle tile the unit is recruited on.
  • [recall] the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.
  • [attack] the player attacked.
    • weapon the index number of the weapon. Weapons are indexed by the unit designer.
    • [source] the location of the attacking unit.
    • [destination] the location of the defending unit.
  • [end_turn] the player ended his turn.
  • [choose] the player was given an option by the scenario.
    • value the index number of the option chosen. Index numbers are given by the scenario designer.
  • [break] is used to break up deep nesting of generated random numbers.
  • [random] if the action required a random number, this describes the random number that was generated.
    • value the value of the number.
    • [results] used for [attack] commands. Describes the results of the battle.
      • chance the percent chance that the attack had to hit.
      • damage the amount of damage that the attack would do if it hits.
      • dies whether the defender dies from the hit.
      • hits whether the attack hits.
    • [random] more than one number is generated. [random] has the same format as the first [random] and describes the other numbers that were generated.

See Also